I want to build an encounter similar to the one in Attack of the Clones, where kouhuns (the poisonous caterpillars that tried to kill Padme Amidala) attack the heroes. I imagine that they would be easy to kill (low wound threshold), but also very deadly.
How would you go about creating a creature with toxic venom? Would the damage increase over time as the poison travels through the PC's bloodstream? Would it create critical hit conditions which get progressively worse with time?
If anyone wants to take a stab at creating a stat block for a kouhun, I'd greatly appreciate it.

I noticed today that even on the FFG website, the FaD Core Rulebook is out of stock. The only place I can find it is on Amazon from third-party sellers for $200. It's listed as a "collectible" item. Will the book ever be sold by FFG again?

Based on the responses that I've gotten so far, I like the idea of giving the heroes a mission, and then letting them figure out how to accomplish it.
So I can go into it knowing the beginning and have a pretty good idea of how it will end (either they will succeed in their mission or they won't).
And for the middle, just have a bunch of encounter ideas ready, or make them up on the fly if I have to.

Hi, everyone. I'm a new GM to the Edge of the Empire system. I'm just wondering how I can create an adventure without railroading my players. I have a plot in mind, with a beginning, middle, and end, but there are so many opportunities for it to get completely derailed and go off in a new direction that I didn't plan on. Any advice?

I just gamemastered the Force and Destiny Beginner Game for the first time last weekend. I like almost everything about it, but the range system did get frustrating during the final encounter.
It takes place in a temple where medium range is the length of one of the rooms, but adjacent rooms are long range apart from each other. Considering the fact that the Adventure Book lists "long range" as "down the street," my players and I all said, "My God, this must be a huge temple!" Add that to the fact that the character tokens are the same size as the rooms and it just became impossible to track anything.
Finally, we just got so sick of it that I invented a simple range tracker using an Excel spreadsheet. I said that every character that was in the same column was engaged. Characters one column away were within short range. Characters two columns away were within medium range, etc. For example...
A B C D E
Dao
Kiveri
Sarenda
Tarast
Mercenary 1
Mercenary 2
Malefax
Dao, Kiveri, Sarenda, and Tarast are all at engaged range from each other, short range from Mercenary 1 (one maneuver away), medium range from Mercenary 2 (two maneuvers away), and long range from Malefax (four maneuvers away).
Each maneuver allows the characters to move one column. So if Dao wanted to close in on Malefax, he would spend two maneuvers to move two columns…
A B C D E
Dao
Kiveri
Sarenda
Tarast
Mercenary 1
Mercenary 2
Malefax
Then Malefax could spend two maneuvers to move two columns to the left…
A B C D E
Dao
Kiveri
Sarenda
Tarast
Mercenary 1
Mercenary 2
Malefax
Now Dao, Mercenary 2, and Malefax are all engaged.
This spreadsheet is now our primary way of tracking the ranges between characters. We use the map only for a general reference of which rooms the characters are in, nearby items, terrain, etc. This method made things go a lot faster and eliminated lots of confusion.

Hey everyone, I'm new to Star Wars: The Card Game and I just got totally wiped out by my opponent in the last game I played. I played with a Jedi deck and he played with a Scum and Villainy deck, both using only the core set. (That's the only set either of us owns.)
Within his first two turns, he had Defense Protocol, Darth Vader, and Vader's Lightsaber in play. Anytime I played a unit with 1 damage capacity, he'd destroy the unit with Defense Protocol on his next turn. When I played a unit with 2 or 3 damage capacity, he'd use Vader's targeted strike to destroy it.
I wanted to build up several units and split my attacks between multiple objectives. But I was forced to either play a unit and immediately attack with it that same turn. (Whether it had a chance of doing any real damage to his objectives or not). Or else he'd destroy it in his next turn, in which case the unit would go completely to waste.
I couldn't destroy Vader on my opponent's turn, because I had no units available to defend. (They were all either destroyed or focused.)
And I couldn't destroy Vader on my turn, because my opponent never used it to defend. The only unit I had with targeted strike was Luke Skywalker, but my opponent used Interrogation to discard Luke before I had a chance to play it.
Here's my deck build:
A Hero's Journey
In You Must Go
Forgotten Heroes
A Journey to Dagobah
The Secret of Yavin 4
Last Minute Rescue
Jedi Training
The Defense of Yavin 4
The Rebel Fleet
Hit and Run
Can anyone tell me what I can do differently next time?
I know that many people who have been playing the game for a while claim that the Light Side can win just as many games as the Dark Side. But I'm one of the people who can't seem to make it work.
With the core set, my opponent and I have played 5 games so far. And he's won them all with the DS. Even he admits that he has no idea how he would win if he were in my shoes. Any help?